Version: 2018.4
LanguageEnglish
  • C#

EditorWindow.ShowUtility

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public void ShowUtility();

Description

Show the EditorWindow as a floating utility window.

When the utility window loses focus it remains on top of the new active window. This means the EditorWindow.ShowUtility window is never hidden by the Unity editor. It is, however, not dockable to the editor.

Utility windows will always be in front of normal Unity windows. It will be hidden when the user switches from Unity to another application.

Note: You do not need to use EditorWindow.GetWindow before using this function to show the window.


Floating window utility that lets you randomize the rotation of the selected objects.

using UnityEditor;
using UnityEngine;
using System.Collections;

// Simple script that randomizes the rotation of the selected GameObjects. // It also lists which objects are currently selected.

public class RandomizeInSelection : EditorWindow { public float rotationAmount = 0.33f; public string selected = "";

[MenuItem("Example/Randomize Children In Selection")] static void RandomizeWindow() { RandomizeInSelection window = ScriptableObject.CreateInstance(typeof(RandomizeInSelection)) as RandomizeInSelection; window.ShowUtility(); }

void RandomizeSelected() { foreach (var transform in Selection.transforms) { Quaternion rotation = Random.rotation; transform.localRotation = Quaternion.Slerp(transform.localRotation, rotation, rotationAmount); } }

void OnGUI() { foreach (var t in Selection.transforms) { selected += t.name + " "; }

EditorGUILayout.LabelField("Selected Object:", selected); selected = "";

if (GUILayout.Button("Randomize!")) RandomizeSelected();

if (GUILayout.Button("Close")) Close(); }

void OnInspectorUpdate() { Repaint(); } }